Duplicant

A Duplicant is one of the tiny, frustrating, but also endearing clones that the player manages in Oxygen Not Included. Each is generated or printed to be unique and has specific needs and vitals that must be fulfilled so they can survive. A new game begins with a selection dialog where the player has to select three randomly generated duplicants (or dupes). As the game progresses, the player may get more of them from the Printing Pod.

New Game menu
At the start of the game, as the last step of the Game Settings, three duplicants are to be selected as the starting team. The player may reroll any duplicants any number of times. Players can also lock one interest per duplicant thus guaranteeing that the new duplicant will have at least the selected interest. The duplicant can be renamed in this menu.

Printing Pod menu
After the printing pod's cooldown timer is finished, which takes 3 Cycles, the printing pod will become ready, giving the opportunity to receive a new duplicant or a care package. Unlike the start of the game, the duplicants cannot be rerolled.* If no duplicants are suitable for the colony, it is possible to reject the options. Exiting the dialogue will not reject the printing options and can be re-entered at a later time. The cooldown of the printing pod will not start until a duplicant has been selected or rejected.

Duplicants will spawn at the Printing Pod and then immediately pick up a job if there is one available, while items, food, and resources will drop in front of the printing pod.

* Although the duplicants can't be rerolled at the menu, the options is regenerated when the game is reloaded. So you can still reroll the duplicants by saving and reloading the game.

Duplicant properties
Each duplicant has a number of properties and conditions such as strength or Health. Duplicants weigh 30 kg.

Attributes
Each duplicant has 11 different attributes that can be leveled up by running related errands. The attributes define how effectively duplicants will perform those errands. From the start, each duplicant will usually have some attributes with a starting bonus influenced by their traits. A negative trait may lower a duplicant attribute or prevent them from performing a specific task.

Most attributes can be trained. The maximum level an attribute can be trained to is 20, trait modifiers are applied after the training levels.

A duplicant will start with all attributes at 0, with that number being modified by any traits and interests that they have. For instance, a duplicant with interests in Supplying and Tidying and the Buff trait, will have 9 strength and 0 in every other attribute.

The following attributes are available: * Duplicant's initial carrying capacity is 200 kg

Interests
Each duplicant will have between 1 and 3 interests. Interests reduce the morale requirements from learning associated Skills, raise the experience gain from associated activities (enabling skill points to be earned faster), and give direct bonuses to attributes. The bonus to related attribute depends on the number of interests – 3 interests give +1 to 3 attributes, 2 interests give +3 to 2 attributes and 1 interest gives +7 to one attribute. Note that certain interests, such as supplying and tidying, have the same corresponding attribute, so such dupe will get +6 to strength.

Traits
Inborn traits (traits duplicants start with) give bonuses or penalties to duplicants attributes. Negative traits may also make it impossible for a duplicant to perform certain Skills. Traits gained through certain skills mainly allow for the duplicant to use certain stations and perform certain errands.

Negative traits
Note that narcoleptic sleep can be interrupted by giving the Duplicant a movement command.

Also note that changes to skill distribution via traits has no effect on the maximum attribute level learnable, which is +20 not counting attribute or job modifiers.

Properties
Properties are aspects of Duplicants that aren't leveled and can't be intrinsically changed (as opposed to Skills). However, many Properties have positive and negative Traits associated with them.

Morale
Morale has an impact on how much Stress is incurred or reduced and is affected by several factors. Generally, there are very few Morale Penalties.

Required Morale depends on the amount of training a Duplicant has had. The more skills they have been trained in, the greater the Morale they require to stave off stress. Advanced skills increase the Morale requirement more than basic skills do.

Duplicants have a perception of Decor and Food. The higher the average Decor during the last cycle and the higher the Food Quality, the higher the Morale Boost will be. Morale penalties will be incurred if below the individual's perception.

Without a modifier, the Morale from Food ranges from -1 to +16 or is modified 0 to +16 with the Simple Tastes trait and -1 to +12 with Foodie. Duplicants will start eating in their downtime when below 3.300 kcal and has the highest priority.

Normal Decor Perception is at 0, exceeding it can yield up to +12 Morale when reaching 120 difference and failing to will decrease Morale by -1. The Morale Boost is not linear.

Using rooms, having downtime and interacting with certain buildings will confer a Morale Boost. Duplicants will use certain furniture only if they do not yet have the Morale Boost and they do so in the order of the most possible Morale gained.

Depending on duplicant's Interests, the highest Morale achievable is 94-105. The lowest is -1.

Stress Responses
Each Duplicant has a different stress response. These responses trigger at 100% stress (stress is reduced after the 100% response). All responses stop the current errand in order to perform the response. These responses cannot be stopped by Red Alert or commanding the Duplicant to move.

Overjoyed Responses
Overjoyed responses are positive effects that can occur when the morale of a duplicant is higher than necessary for their morale requirements. Morale is checked when a duplicant finishes sleeping. If morale exceeds morale expectation by over 8 points, there is a 2% chance the duplicant will awaken with an overjoyed response. This probability rises linearly with morale up to a maximum of 5% chance with 20 excess morale.

Ownership
Individual duplicants can have ownership of certain structures: Cots, Comfy Bed, Mess Tables, Massage Tables, Med Beds, Lavatory and Pharma Chambers. Each Duplicant can only be assigned to one, and they can be reassigned by the player at any time. They will automatically select them for themselves if left unassigned, or the duplicant becomes sick.

Emotions
Duplicants occasionally express emotions or reactions to things around them. This indicates their status in ways that the player can keep track of.

Established Duplicants
Duplicants have an assigned name, appearance, stress response and description (attributes, traits, and interests are still randomly generated). Changing the name of a Duplicant will alter the description as appropriate but will not change the appearance of the Dupe.

Almost every possible duplicant can appear when creating a new game, except for Ari, Mae, Ada, Meep, Liam and Banhi, who can only be spawned from the Printing Pod after the start.

* As of build RP-380770